#include "node.h"


RawNode::RawNode() : position(0.0f), rotation(glm::quat(1.0f, 0.0f, 0.0f, 0.0f)), scale(1.0f) {}


glm::mat4 RawNode::GetTransformMatrix() const {

    glm::mat4 trans = glm::translate(glm::mat4(1.0f), position);
    glm::mat4 rot = glm::mat4_cast(rotation); // Use quaternion rotation
    glm::mat4 scaleMat = glm::scale(glm::mat4(1.0f), scale);
    return trans * rot * scaleMat;
}